At the beginning of your upkeep and whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine.

When the last ore counter is removed from Orcish Mine, destroy enchanted land and Orcish Mine deals 2 damage to its controller.

{1}{R}{R}

Enchantment — Aura

Enchant land

Orcish Mine enters the battlefield with three ore counters on it.

At the beginning of your upkeep or whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine.

When the last ore counter is removed from Orcish Mine, destroy enchanted land and Orcish Mine deals 2 damage to that land's controller.

Tariff

Tariff

{1}{W}

Sorcery

Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two creatures a player controls are tied for highest cost, that player chooses one.

{1}{W}

Sorcery

Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two or more creatures a player controls are tied for highest cost, that player chooses one.

Enchanted land has "{T}: Add one mana of any color to your mana pool."

Aggravate

{3}{R}{R}

Instant

Aggravate deals 1 damage to each creature target player controls. Each creature dealt damage this way attacks this turn if able.

Alchemist's Apprentice

{1}{U}

Creature — Human Wizard

Sacrifice Alchemist's Apprentice: Draw a card.

1/1

Alchemist's Refuge

Land

{T}: Add {1} to your mana pool.

{G}{U}, {T}: You may cast nonland cards this turn as though they had flash.

Amass the Components

{3}{U}

Sorcery

Draw three cards, then put a card from your hand on the bottom of your library.

Angelic Armaments

{3}

Artifact — Equipment

Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.

Equip {4}

Angel of Glory's Rise

{5}{W}{W}

Creature — Angel

Flying

When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.

4/6

Angel of Jubilation

{1}{W}{W}{W}

Creature — Angel

Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.

3/3

Angel's Tomb

{3}

Artifact

Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.

Appetite for Brains

{B}

Sorcery

Target opponent reveals his or her hand. You choose a card from it with converted mana cost 4 or greater and exile that card.

Arcane Melee

{4}{U}

Enchantment

Instant and sorcery spells cost {2} less to cast.

Archwing Dragon

{2}{R}{R}

Creature — Dragon

Flying, haste

At the beginning of the end step, return Archwing Dragon to its owner's hand.

4/4

Avacyn, Angel of Hope

{5}{W}{W}{W}

Legendary Creature — Angel

Flying, vigilance

Avacyn, Angel of Hope and other permanents you control are indestructible.

8/8

Banishing Stroke

{5}{W}

Instant

Put target artifact, creature, or enchantment on the bottom of its owner's library.

Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Banners Raised

{R}

Instant

Creatures you control get +1/+0 until end of turn.

Battle Hymn

{1}{R}

Instant

Add {R} to your mana pool for each creature you control.

Bladed Bracers

{1}

Artifact — Equipment

Equipped creature gets +1/+1.

As long as equipped creature is a Human or an Angel, it has vigilance.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Blessings of Nature

{4}{G}

Sorcery

Distribute four +1/+1 counters among any number of target creatures.

Miracle {G} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Blood Artist

{1}{B}

Creature — Vampire

Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.

0/1

Bloodflow Connoisseur

{2}{B}

Creature — Vampire

Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.

1/1

Bonfire of the Damned

{X}{X}{R}

Sorcery

Bonfire of the Damned deals X damage to target player and each creature he or she controls.

Miracle {X}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Bower Passage

{1}{G}

Enchantment

Creatures with flying can't block creatures you control.

Bruna, Light of Alabaster

{3}{W}{W}{U}

Legendary Creature — Angel

Flying, vigilance

Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.

5/5

Builder's Blessing

{3}{W}

Enchantment

Untapped creatures you control get +0/+2.

Burn at the Stake

{2}{R}{R}{R}

Sorcery

As an additional cost to cast Burn at the Stake, tap any number of untapped creatures you control.

Burn at the Stake deals damage to target creature or player equal to three times the number of creatures tapped this way.

Butcher Ghoul

{1}{B}

Creature — Zombie

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

1/1

Call to Serve

{1}{W}

Enchantment — Aura

Enchant nonblack creature

Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.

Captain of the Mists

{2}{U}

Creature — Human Wizard

Whenever another Human enters the battlefield under your control, untap Captain of the Mists.

{1}{U}, {T}: You may tap or untap target permanent.

2/3

Cathars' Crusade

{3}{W}{W}

Enchantment

Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.

Cathedral Sanctifier

{W}

Creature — Human Cleric

When Cathedral Sanctifier enters the battlefield, you gain 3 life.

1/1

Cavern of Souls

Land

As Cavern of Souls enters the battlefield, choose a creature type.

{T}: Add {1} to your mana pool.

{T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Champion of Lambholt

{1}{G}{G}

Creature — Human Warrior

Creatures with power less than Champion of Lambholt's power can't block creatures you control.

Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt.

1/1

Cloudshift

{W}

Instant

Exile target creature you control, then return that card to the battlefield under your control.

Dark Impostor has all activated abilities of all creature cards exiled with it.

2/2

Deadeye Navigator

{4}{U}{U}

Creature — Spirit

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Deadeye Navigator is paired with another creature, each of those creatures has "{1}{U}: Exile this creature, then return it to the battlefield under your control."

5/5

Death Wind

{X}{B}

Instant

Target creature gets -X/-X until end of turn.

Defang

{1}{W}

Enchantment — Aura

Enchant creature

Prevent all damage that would be dealt by enchanted creature.

Defy Death

{3}{W}{W}

Sorcery

Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.

Demonic Rising

{3}{B}{B}

Enchantment

At the beginning of your end step, if you control exactly one creature, put a 5/5 black Demon creature token with flying onto the battlefield.

Demonic Taskmaster

{2}{B}

Creature — Demon

Flying

At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.

4/3

Demonlord of Ashmouth

{2}{B}{B}

Creature — Demon

Flying

When Demonlord of Ashmouth enters the battlefield, exile it unless you sacrifice another creature.

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

5/4

Descendants' Path

{2}{G}

Enchantment

At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast that card without paying its mana cost. Otherwise, put that card on the bottom of your library.

Descent into Madness

{3}{B}{B}

Enchantment

At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents he or she controls and/or cards from his or her hand, where X is the number of despair counters on Descent into Madness.

Desolate Lighthouse

Land

{T}: Add {1} to your mana pool.

{1}{U}{R}, {T}: Draw a card, then discard a card.

Devastation Tide

{3}{U}{U}

Sorcery

Return all nonland permanents to their owners' hands.

Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Whenever Lone Revenant deals combat damage to a player, if you control no other creatures, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

4/4

Lunar Mystic

{2}{U}{U}

Creature — Human Wizard

Whenever you cast an instant spell, you may pay {1}. If you do, draw a card.